Homeworld Remastered Collection

Homeworld Remastered Collection

Engagements
200 Comments
SpartanXZero 27 Jul @ 9:38pm 
Would be nice to see this mod work with the PDS mod.
DeinonychusCowboy  [author] 20 Nov, 2023 @ 6:01pm 
@Barracuda This mod was never really intended to be used for single player games. I went ahead and implemented single player after people kept asking about it, but I didn't expand the mod to cover the single-player ships or try to balance the many things that would need re-balancing due to health changes in single player. Might do it someday, but this is really more intended as a multiplayer/skirmish mod.
Barracuda 12 Nov, 2023 @ 3:04am 
Would it be possible to add the Turanic Raiders to the mod? They seem to have vanilla health values.
DeinonychusCowboy  [author] 1 Oct, 2022 @ 12:44pm 
Awesome man! It's definitely a very different experience playing slow
CaptainSoban 26 Sep, 2022 @ 1:43pm 
wow nice mod man! I'll need to check this one out when i get time! I'm a big fan of slow paced battles cause like you said, it give you time to react to the battle instead of losing everything in 5 secs!
DeinonychusCowboy  [author] 21 Mar, 2021 @ 12:33pm 
It works for the remastered versions of both 1 and 2! And the campaign add-ons as well! Though as always with the campaign add-ons, a big disclaimer: I don't promise you can actually win all the missions with such huge changes to the gameplay, I didn't do anything like "slow down the headshot asteroid in mission 15 to give you more time to blow it up".
AliensOnMars 15 Mar, 2021 @ 6:48am 
Thanks for this - great idea, makes it more like a classical naval engagement - one question though - is this for HW or HW2 or both and are the campaign add-ons for both as well?
DeinonychusCowboy  [author] 19 Oct, 2019 @ 2:08pm 
Probably not. Unfortunately 2.0 added a bunch of great new mod features, but did not integrate them into the vanilla ships very well, so I still had to make a considerable amount of changes to the basic ship files in a way that would overwrite some of the stuff the 2.3 patch is doing (I expect). This mod would only be compatible with things like badge mods or graphics mods that don't touch the ship files at all.
Overrider 13 Oct, 2019 @ 7:40am 
Hey man, very nice mod. Would it work togheter with the unoficial patch 2.3 mod ? Thanks . As far as I know, that mod doesn't mess with ships health values. Altough I see that your mod touches all sort of things like construction times and ships speeds and ship dmg values.
Tashrinbackup 26 Apr, 2019 @ 8:36pm 
Dang.... its wonky seeing RNG handle HW1's game play.
DeinonychusCowboy  [author] 26 Apr, 2019 @ 8:22pm 
If that mod modifies the ships, probably not, unfortunately. HWRM isn't set up very well for mod compatibility. It has great tools included to make mods compatible, but the base game doesn't use them.
Tashrinbackup 26 Apr, 2019 @ 6:36pm 
This mod work with the bullet physics mod?
Vepiru 30 Mar, 2019 @ 9:07am 
Battles in HW1 seemed long enough when I played it ... well it was the year it came out ..;
OMG i'm ... old ...
Damn
DeinonychusCowboy  [author] 29 Mar, 2019 @ 9:31am 
To be clear, it works for HW1 Remastered, it doesn't and will never work for HW1 Classic. HW1 Classic is a totally different game with a different game engine.
Queco Jones21 26 Mar, 2019 @ 5:07am 
It should work for Hw1. Read in the description and follow the links the creator put.
jollyhotdog 25 Mar, 2019 @ 9:02am 
there is any chance it will have a version for hw1
Vepiru 1 Dec, 2018 @ 12:58pm 
OOOOOOOOOOOOOOOOOOOOOO IT'S HEREEEEEEEEEEEEEEEEEEEEEEEEEEE :) :) :) :) :) :) :) :) :) :) :) :) :)
DeinonychusCowboy  [author] 30 Nov, 2018 @ 7:13pm 
@FungusLord Actually I take back what I said at the beginning of the previous comment. If another mod adds ships to the vanilla ships and lets you build both, I think you can just modify the new ships, and run your changes WITH this mod, and everything should be okay. You'll only run into problems if your other mod MODIFIES vanilla ships in any way/otherwise includes the vanilla ships in the mod big file.
DeinonychusCowboy  [author] 30 Nov, 2018 @ 7:08pm 
@FungusLord
(Also note if you have a mod that adds ships to the vanilla homeworld ships and lets you build both vanilla and new ships, you'll want to be sure to extract both the regular homeworld big files AND the mod files so that everything gets modified. Then you can run the output as a folder or package it into your own mod. If you're making an Engagements-ified version of another mod and uploading it, though, please link to my mod :), I'll put that in the description, if you're modifying some other stats that what I'm doing you don't need to (but maybe at least link to my gitlab repo so other people can use the builder too).)
DeinonychusCowboy  [author] 30 Nov, 2018 @ 7:08pm 
@FungusLord the builder is more for mods that modify particular ship stats fleetwide. E.g. "I want to change this value for every ship without opening 100+ ship files". It won't work for adding ships yourself, if that's what you mean.

If you instead want to use it to modify an existing mod that adds new ships, I think that should work, but be warned I only tested the buidler on the stock homeworkld ships, and there may be buggy output or it may outright blow up depending on what they're doing in their ship files.
FungusLord 29 Nov, 2018 @ 2:36pm 
Would I be able to use the builder to set something up for a mod that adds ships like Tactical Fleet Simulator?
SoulTechnology 26 Oct, 2018 @ 11:37pm 
ive noticed that too with complex but i belive i also noticed it stock soo, think its a stock game issue, just tell your ships to target a module towards the fornt or middle of the ship if they can and its that important. and NEVER target there engines unless your using purly bombers (as they seem to 'mostley' get the right AOA).
DeinonychusCowboy  [author] 26 Oct, 2018 @ 5:19pm 
@Balcoran glad you like it!

I don't think my mod would be causing issues with targeting, might be one of your other mods if you have others. I don't modify any of the ship models or turret/tracking info, and everything that's not health-related is pulled directly from the current version of the game files.
Balcora 26 Oct, 2018 @ 5:01pm 
There is just one thing i've noticed. When attacking Taiidan carriers and mothership, it aims at the very corner and misses a lot of hit unless you angle your ships right.
Balcora 26 Oct, 2018 @ 5:00pm 
This is hands down my favourite Homeworld remastered mod. It just make every small fight seem epic. And I finally have a use for frigates
DeinonychusCowboy  [author] 18 Oct, 2018 @ 6:49pm 
Yay!
Queco Jones21 18 Oct, 2018 @ 1:32pm 
Cheers! Played it last night. So far so good! Got to the 4th mission of HW1 with no problems and everyone with tons of health. Love it!
DeinonychusCowboy  [author] 18 Oct, 2018 @ 1:14pm 
Added steam dependencies so it's a little clearer how the single-player add-ons work.
DeinonychusCowboy  [author] 18 Oct, 2018 @ 1:08pm 
They're all add-ons, so if you want 5x single player, you need the "Engagements Lite" base mod AND the "Engagments Lite" single player add-on, but not anything else.

(I think actually if you want 10x multiplayer and 5x singleplayer or any other combination that should work too, but no promises, and you do need exactly one of the base/multiplayer mods enabled for singleplayer to work)
Queco Jones21 17 Oct, 2018 @ 10:56am 
Quick question: is each mod standalone? Or do they need the base mod in order to run (specifically talking about the mods for the SP campaigns)

Thanks! Can't wait to give it a spin after work. If I encounter any bugs or issues I'll report them. Cheers!
Queco Jones21 17 Oct, 2018 @ 5:42am 
Nice!!! Great work!!!! Time for another playthrough of HW and HW2!!! Cheers!
DeinonychusCowboy  [author] 16 Oct, 2018 @ 10:28pm 
It's happening, yo.

There are now three variants of Engagements, 10x (the original), 7.5x, and 5x. There are also add-on mods that will apply the Engagements rules to singleplayer like the first version of the mod did.

Also, I finally uploaded the Engagements build system to gitlab (figured it was a good idea to get it off my machine since I nearly lost the code for it, lol). It's open-source, so feel free to use it for your own mods that need to e.g. modify a value for all the ships in the game.

See description for more, and of course, let me know if anything blows up or stops working. I barely tested these changes, I'll be honest.

Sorry it took 2 years to get this stuff finished.
Queco Jones21 15 Oct, 2018 @ 8:36am 
@DeinonychusCowby no worries! Gearbox did throw out some updates here and there that made most mods ‘out of date’. Keep up the good work! You really brought something awesome to the table here
DeinonychusCowboy  [author] 14 Oct, 2018 @ 8:37pm 
Update: Did manage to find the source code. Fiddling around with things. I thought gearbox was done making updates to HWRM, but I'm having some issues getting the mod to actually build with the current versions of the ship files, so they must have done some more updates. I'll keep working at it; I've totally been slacking off on actually doing the crap I said I was going to with this mod. 5x and 7.5x versions and single-player support are planned.
DeinonychusCowboy  [author] 14 Oct, 2018 @ 6:27pm 
Yeah sorry guys, haven't been working on this in some time. I'm not even sure if I still have the source code for it. Creating this mod was kind of a pain due to how the HWRM engine works, though, I wrote a whole build script to make it easier, so I'll see if I can dig it up.
Queco Jones21 14 Oct, 2018 @ 12:45pm 
Mod is pretty much not being worked on. You can do it yourself though. I did it a couple of years ago. Need to find a tool to unpack the files, edit what you want, then repack them. Made it work for the campaign as well. Takes a while, but it adds a whole new depth to the game. Especially for HW2 with your frigates no longer dying from being sneezed at...
the Way of Mandalore 14 Oct, 2018 @ 9:15am 
i like this idea very much, gives me the oppertunity to safely use a swarm of frigates, but x10 health seems too much, can u reduce it to like, 7 or 8?
SoulTechnology 24 Sep, 2018 @ 8:47pm 
dam, went to check if campaighns been implemented for another playthrough as its been awhile for me and i see ya havent gotten around to it. only mod ive been interested in replaying the campaighn with aside form complex which is eventualy making its own.
Explorer77 16 Jul, 2018 @ 4:46pm 
crap i kinda want this but like you said i'm just not good with smaller anti strike craft units just because i cant protect them... so

i always just built like 8 battlecruisers and sweep them with a support fleet of 20 destroyers'

the strategy works great normally WHEN YOU HAVE ALLIES if not don't use that stategy or be good at sending just enough units to keep them occupied while building the mega fleet but i'm not that good
His Majesty's Very Own Mr.Kris! 8 Jul, 2018 @ 12:15pm 
which game mode shuld i use with this to get best experence like hw 1 or hw2 deathmatch or hw ramster mode in the skrimish setting fro the ai ?
DeinonychusCowboy  [author] 14 Apr, 2018 @ 1:15pm 
Nope, I never implemented/updated the campaign mode. Maybe someday I'll get off my butt and do it. Sorry guys.
Queco Jones21 13 Apr, 2018 @ 11:46am 
Yeah, it never did. I took it upon myself a year or 2 back to edit all the ship properties 1 by 1, but I dont remember what tool I used to unpack the speceific files for the ships, then repack them again. Took a while, but made the game much more interesting. I could actually retreat ships and heal them up and send them back out.

Hardest bit about this was in HW2 in which no matter what I did, certain stations/npcs just wouldnt change health and would die in seconds... (talking mainly about the 3rd to last mission, balcora gate or w/e it was). Either than that though, it was fun, my frigates would no longer die just by sneezing at them.
Teratus 13 Apr, 2018 @ 4:31am 
I take it the campaign mode never took off..

That's too bad.. I like what you've made this mod to do but I mostly only replay the camapign every once in a while so that's where I'd get the most use from it.
Astra Militarum 2 Nov, 2017 @ 8:31am 
it's not working in the campaign anymore
Balcora 9 Aug, 2017 @ 4:32pm 
The targeting doohikie is off. Attacking the Taiidan mothership and carrier results in all ship shooting just off the bow.
Aymeric 7 May, 2017 @ 2:53pm 
How do you make a mod DeinonychusCowboy?
... 3 May, 2017 @ 5:05am 
hey nice mod ! but it will be good to add instant build !
Jerkakame² 18 Apr, 2017 @ 8:03pm 
You should make this available for campaign and just add in description that its not balanced in campaign.
Zvitatzki 11 Jan, 2017 @ 6:29am 
love this mod it is so great this is how homeworld shall have been :) a campaign version will indeed be a wish to be true
Queco Jones21 4 Dec, 2016 @ 6:48pm 
Thanks for the reply DeinonychusCowboy. I'd love a beta version to try it out in the meantime. But i have heard/seen from various modders that HWR has gotten harder to mod with the recent updates or so. So take your time!

Love your work!